Hi. Thanks. I'm going to try to use EffectCompositor to make it clearer, may be that's when it deserves to be added to examples.
2013/10/28 Paul Pocock <[email protected]> > Hi Michael, > > Great work, I ended up using osgShadow in my deferred rendering > implementation. It would be great if we could get your work into the OSG as > an example of deferred rendering/shadowing using GLSL. > > Regards > Paul > > > On 27/10/13 23:09, michael kapelko wrote: > > I decided to simply use more suitable geometry for shadows. > The result: http://youtu.be/-63E6SKsMo0 > > > 2013/10/27 michael kapelko <[email protected]> > >> Hi. >> I finally came up with the way to use OSG shadows in deferred shading. >> Since ShadowedScene produces the result in Screen space (same as other >> G-buffers), I can simply use it like a texture with shadows in Screen space. >> This is what I got: http://youtu.be/EzPe5dVwWrs >> >> But looking at the incorrectly shadowed walls, I think I should not >> simply multiply shadow color with diffuse one, but instead check brightness >> and only multiply if it's high enough. >> >> Thanks. >> >> >> 2013/10/25 michael kapelko <[email protected]> >> >>> Hi. >>> I've decided to try to take shadow map from osgShadow::ShadowMap. I've >>> derived own ShadowMap class to access the shadow texture: >>> http://goo.gl/M3o04y >>> I display it, but it's completely white. I tried to place the light >>> nearer to the moving objects (even at the same height), but the texture is >>> still white. >>> What am I doing wrong? >>> Thanks. >>> >>> >>> 2013/10/21 michael kapelko <[email protected]> >>> >>>> Hi. >>>> Can the third bug be related to different view projection matrices? My >>>> shadow camera uses ortho. >>>> Thanks. >>>> >>>> >>>> 2013/10/21 Marcel Pursche <[email protected]> >>>> >>>>> Hi, >>>>> >>>>> the shadow on the wall is probably created, because the wall is >>>>> outside of the shadow cameras view frustum. How do you setup the wrapping >>>>> of your depth texture? You could fix it, if you set the mode to clamp to >>>>> border and set the border "color" to your far plane. This way everything >>>>> that cannot be seen from your light source will not be shadowed(as in is >>>>> outside of the view frustum). >>>>> The shadow on your torus looks like a self shadowing problem. You will >>>>> always have some errors because of the limited floating point precision. >>>>> You should use a small offset in your depth comparison to get rid of this >>>>> artifacts. A bit of tweaking will be necessary to get a good value. >>>>> The last bug is indeed a bit strange. I'm not sure how it is produced. >>>>> But it is view dependent, so it must have to do something with the view >>>>> matrix of your main camera. >>>>> >>>>> Thank you! >>>>> >>>>> Cheers, >>>>> Marcel >>>>> >>>>> ------------------ >>>>> Read this topic online here: >>>>> http://forum.openscenegraph.org/viewtopic.php?p=56910#56910 >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> _______________________________________________ >>>>> osg-users mailing list >>>>> [email protected] >>>>> >>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>>> >>>> >>>> >>> >> > > > _______________________________________________ > osg-users mailing > [email protected]http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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